Gym Leader Engineer Pikachu vs Its_A_Random

Ladies and gentlemen, welcome to the first gym battle in the new poison gym. Today currently undefeated leader Engineer Pikachu will face his most serious challenger yet. Incidentally, this could be IAR's third badge. Will he be the first player to get two badges, or will his bid end like my own and that of dogfish44's? Keep watching to find out. But first, the rules:

Cleverly hidden underneath one of the largest garbage dumps in the world, the Sludge Zone is a medium-sized facilities that aims to promote battling under extremely toxic conditions. The Sludge Zone, while serving as the arena for the Poison Gym, is not responsible for any health conditions including cancers that may develop in you or your Pokemon after battling in this location. Radiation suits are sold separately.

Despite being in a rather unforgiving location, environmental resources necessary to perform all attacks are provided, free of charge. A cluster of rocks for throwing are located in a corner of the room, natural grass - albeit glowing from radioactivity - is abundant across the floor, a small pond in the other corner of the room, and anything else Pokemon may require are all present. Of course, as the Sludge Zone is tailored to provide those who enjoy the sludge a few advantages, the entire arena has also been swamped with a thick layer of nutrient-rich sludge, which provides Poison-type Pokemon some comfort as well as the ability to grow even stronger as time passes.

In addition to the sludge across the arena, the walls also have special hose-like things that spray out poisonous fumes while the battle is raging; these fumes seem to have the ability to damage most Pokemon over time, and for some reason the presence of weather seems to increase the toxicity of them - perhaps it's not a good idea to get too weather-happy, then. The fumes also seem to power up poisonous attacks launched at each other, making their poison just a little more potent. Lastly, the sheer amount of poisonous materials in the Sludge Zone allow for the use of Gastro Acid by any Poison-type Pokemon.

We hope you enjoy battling here at the Sludge Zone. Possible side effects include nausea, diarrhea, constipation, yellowing of the skin or eyes, temporary insanity, or death in extreme cases. Remember to refrain from operating heavy machinery shortly after leaving the Sludge Zone, and be sure not to touch other people, either. Ask your doctor for more details.

Summary:

+1 final Speed for those adapted to the environment.

0.5 DPA to Pokemon that have do not have a Poison or non-corroded Steel typing. A Pokemon can be PSNed in addition to this, but all Pokemon count as being PSNed. Poison Heal is not activated.

If any weather is present, the DPA is doubled. Sunny Day, Hail, and Sandstorm have a duration of one (1) less round, while their respective abilities have a finite duration of four (4) rounds.

The strength of toxins within the Sludge Zone is increased significantly.

BPSN starts at 2 DPA instead of the normal 1 DPA, including that from Toxic Spikes.

If a Pokemon that is afflicted with PSN would get poisoned again, it instead turns into BPSN, which escalates to 3 DPA at the end of the round.

All Poison-type Pokemon can use Gastro Acid, even if they could not normally learn it.

All attacking moves with the word "Acid" in them will cause corrosion if they would not do so already.

TYPEDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIESRebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

TYPEPoison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIESPersistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mould Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

TYPESteel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIESRock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Sheer Force (DW): (Can be Enabled) This Pokemon can energise all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Type: Poison / Fighting
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

ABILITIESAnticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.Poison Touch (Unlocked): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison with the same chance of effect.

Type: Poison / Flying
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

ABILITIESInner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Infiltrator (Unlocked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Type: Water / Poison
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

ABILITIESClear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Shokoli the Fidgit(Move your mouse to reveal the content)Shokoli the Fidgit (open)Shokoli the Fidgit (close)

Fidgit (Shokoli) (F)NATR: Quiet (SpA increased by *, -10% Evasion, Speed decreased by 15%)ABILITIESPersistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.Prankster (Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

ABILITIESOvergrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)Chlorophyll (Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Type: Ghost / Poison
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

ABILITIESLevitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

i would've sworn it said 1 not 2 my eyes suckHow do you like my new arena? I just had it constructed. Perhaps you'll be a challenger worthy of it. I can't say I've fought so many Ground-type Pokemon in one battle as of yet, but typing isn't everything, yes? I look forward to seeing you fight; it'll help my research, at any rate.

Moderator

Naturally, after months of waiting, IAR finally got the opportunity to take on the Poison Gym...Naturally Engineer gave the welcome, but despite the type advantage, this was certainly not going to be an easy fight...
"Utilitand @ Expert Belt, retaliate with an offensive of your own! Your Prankster Ability should do the trick here!"

Earthquake > Drill Run > EarthquakeIF Counter is issued, THEN use Earth Power that action.IF (Speed Reducing Move) is issued, THEN use Bulldoze that action.IF (Non-Combo) Taunt is issued, THEN use Dig that action.

The poison leader begins the fight with his trusty frog, Kailu the Toxicroak. The challenger counters with one of the most feared Pokemon in the league, Utilitand. Can the many-armed menace pull off a win in a singles match? Engineer seems to think not, exploiting a hole in the substitutions to prevent two devestating earthquakes in exchange for taking two less devestating bulldozes. Combined with a Fake Out, the match is far closer than Engineer's type disadvantage would imply. Can he take the lead and push for victory? Stay tuned.

Moderator

Knowing Engineer, IAR knew that Engineer had an allergy to attacking second. But given this was a three substitution match, attacking first was not that bad...Maybe...
"Megawhal @ Expert Belt, it is your time to shine! Perhaps auto-poison will work into our favour with your Guts triggered from the start!"

Earthquake > Drill Run > EarthquakeIF (Non-combo) Icy Wind is issued, THEN use Dig that action.IF (Damaging Water Combo) is issued, AND you do not have a Substitute up, THEN use Substitute (15 HP) that action.IF Bide is issued, AND you do not have a Substitute up, THEN use Substitute (15 HP) on the first Bide action.

The poison leader switches to his faithful Tentacruel, Kurage, to better tank the hits ahead. His abilities are immediately put to the test, as the wrecking ball of pure destruction, Megawhal, is unleashed. Intent upon showing what it can do, and "poisoned," by the arena, the Collosoil unleashes a massive Earthquake that rocks the entire arena, doing unconfortably high damage to Kurage. The Tentacruel then resorts to the true weapon of an RP ref- Hax. Confused but not slowing, Megawhal runs his horn into his adversary, striking a critical hit with the blow! Engineer's bad luck continues as his Toxic attack misses completely! His poor luck continues as another Earthquake far outweighs his meager attempts to strike back. Can Engineer turn this around, or is he doomed already? Stay tuned to find out.

Moderator

After such an unreliable play went horribly wrong, IAR expected his opponent to switch...Back to Toxicroak? It was looking pretty obvious that IAR was contempt with ordering first all match...Especially given he had more pressing issues at hand...
"Switching again? Very well then. Utilitand, come back out again!"

Switch Phase: Megawhal > Utilitand

Earthquake > Drill Run > EarthquakeIF Counter is issued, THEN use Earth Power that action.IF (Speed Reducing Move) is issued, THEN use Bulldoze that action.IF (Non-Combo) Taunt is issued, THEN use Stealth Rock on the first instance.

It looks as if both sides are back to their old tricks, with both Fidgit and Toxicroak reappearing. Toxicroak launches another suprise attack on Fidgit, depriving it of a vital action. Both sides then trade strong ground attacks of varying sorts until they are both considerably more worn than when they started.

Moderator

"Have it your way. Either way, we are through with your jellyfish. Megawhal, finish this Tentacruel!"

Switch Phase: Utilitand > Megawhal

Sand Tomb > Sand Tomb > Sand TombIF Protect is issued successfully without transfer, THEN use Chill that action.IF Dodge is issued, THEN use Pursuit that action.IF Dive is issued, THEN use Pursuit that action.

Engineer has a plan, but it is bested by his lack of Liquid Ooze in this battle, in favor of Clear Body. While the jellyfish tries to brace itself, it is soon overwhelmed by a trap of sand cast by the earth narwhal. This leaves the gym leader down 3-2 in an increasingly desperate situation.

Tanka, come on out! That giant whale is giving us some headaches, but I'm sure you can pull through...

Grass Knot - SolarBeam - Grass KnotIF (Megawhal has Double Team clones when you act) THEN (Use Razor Leaf and restart the queue)
IF (Megawhal uses non-combo Bounce) THEN (Use SolarBeam and restart the queue)
IF (Megawhal is under the effects of a Damaging Evasive Action when you act) AND (Its next action is NOT Encore) THEN (Use Reflect the first, Double Team [2] the second, Synthesis the third, and restart the queue)

Colossoil criticizes the Venusaur on being a bit late to the party, and highly ugly to boot. Venusaur's scent, seing how she's based on a quite fragrant flower, is also brought up. In sheer rage, Tanka summons a handful of vines that strike at the incredibly heavy Megawhal, subjecting it to incredible damage for such an attack. Colossoil then proceeds to maneuver below the earth, surfacing twice as the Venusaur steams with rage, and then flails blindly.

Calculations and RNG's(Move your mouse to reveal the content)Calculations and RNG's (open)Calculations and RNG's (close)

Fake Out - Earthquake - EarthquakeIF (Encore is used on the action after Fake Out) THEN (Replace Fake Out with Bulldoze)
[ONCE] IF (Torment is used) THEN (Use Bulldoze and push actions back)
[ONCE] IF (Endure is used) AND (You are not Taunted) THEN (Use Snatch and push actions back)